Demon Bone Armor (Magical Plate Armor):

Some things are best being lost. One of those is the process by which
Demon Bone Armor is made. Over the years, the number of these armors existing
has shrank because while they are incredibly strong, they are not indestructible.
The Demon Bone armor has always been very rare and was only made within
the Western Empire. Unfortunately, a larger number of the armors have been
appearing within the Western Empire. This has lead some scholars to believe
that the magic to create these armors has been rediscovered. There are
other opinions on the armor, some scholars believe that a large cache of
armors constructed ages ago has been recently uncovered and others believe
that the new armors are in reality convention magic armor made by Western
Empire alchemists that are simply made to look like Demon Bone Armor. There
have always been standard magical armors made to look like Demon Bone Armor
but the magical properties exhibited by the armor seem to make it unlikely
that the armor is not the real stuff.

The armor looks like a fearsome humanoid demon and has caused many opponents
to run in fear rather than face the armor. This armor was worn by elite
Western Empire knight in the past and there are stories told that the knights
faced off whole armies and the other side took flight in battle even when
the knights were outnumbered by over ten to one. The armor is heavy and
is effectively full plate mail in how much it protects and movement penalties.
The armor is a flat black and appears to be constructed from bone plates.
The bone plates have sharp edges that can easily slice open an unprotected
hand. The helm of the armor has large horns and looks like a demons skull.

The earliest records of Demon Bone Armor come from around the same time
that the first Demon Black Ships were seen. This and some research into
the methods of creation of the two items seems to support some scholars
hypothesis that the armor was designed by the same beings who created the
Demon Black Ships. The creation process involves dark necromancy and the
way the armor is created is as much a factor in why the armor is considered
evil as the powers of the armor. As can be implied by the name, the armor
uses Demon Bone as the main component of the armor is very costly as a
result. The price of the armor is comparable to that of a greater rune
weapon.

The demon bone used in the armor causes several detrimental effects.
First, the armor gives off a supernatural evil aura than can be detected
by many psychics and magic casters. Some holy weapons can sense an evil
aura as well. The evil aura is so powerful that it completely conceals
the aura of any mortal that wears it. There has been at least one case
where a non evil warrior found a suit and was confronted and killed by
a being wielding a holy weapon. The evil aura is also part of the reason
why the armor is so horrifying to look at and can terrorize enemies. As
well, weapons which inflict extra damages either against demons or evil
creatures will inflict that same extra damage to the armor. While a wearer
cannot be banished like a true demon, they cannot enter circles or the
radius of influence of other magics that prevent greater demons from entering.

Even with the armor's weaknesses, many consider the armors powers to
be far superior to any perceived disadvantage. The armor is extremely hard
to penetrate and is over twice as strong as normal plate mail. The armor
regenerates far fast than any armor made by an alchemist and the armor
regenerates almost as far as most demons. Fire, whether normal or magical,
does nothing to the armor or the being inside the armor. In additions to
the sharp edges on the armor itself, the armor has large claws that can
be extended from each forearm. The most spectacular abilities of the armor
is that it can burst into flames and fire bolts can be fired from the armors
hand while the armor is on fire.

Weight: 60 lbs (27.2 kg)
A.R. Rating: 18 S.D.C.: 400 (In M.D.C. Environments such
as Rifts, Armor has 400 M.D.C. with no A.R. Rating)Armor regenerates 2D6 points of damage per minute. Armor will not regenerate
if brought below zero S.D.C.
Armor and Wearer are impervious to both normal and magical fire.
Armor takes the same damage that a demon or evil being from weapons
that inflict extra damage against demons or evil beings (example: Demon
Slayer sword would inflict double damage)
Special Features:

Sharp Ridges: The armor plates edges are razor sharp and can cut
those who are not careful. Anyone attempted a punch, kick, or grab without
some form of protection will get cut. Person attack will have 1D4 points
of damage inflicted against them. This is S.D.C. damage and does not become
M.D.C. damage in M.D.C. environments.

Forearm Claws (1 each forearm): Similar in abilities to Griffon
Claws and inflict 2D6 per double claw swipe in addition to any strength
or other bonuses. Weapon inflicts S.D.C. normally but will inflict M.D.C.
in M.D.C. environments. Claw can be used to parry with +1 to initiative
and climb with +10% to climb rolls. Unlike griffon claws, the claws are
not indestructible; However, the claws can only be damaged by magic weapons
and are considered of master quality. If a claw is destroyed, it will regenerate
within ten minutes unless the armor is destroyed.

Burst into Flame and Flame Bolts: The armor may burst into flames
up to three times daily and has a duration of 12 minutes each time. While
the armor is flaming, unlimited fire bolts can be thrown. Burst into
Flame ability is similar to the fire warlock spell of the same name.
The magical flame adds an addition 100 S.D.C. (M.D.C. in Rifts) which all
damage is taken from first. The armor's A.R. Rating is also increased by
two points for an A.R. Rating of 20. Punches, Kicks, and attacks from the
built in forearm claws inflict an additional 3D6 S.D.C. (M.D.C. in Rifts)
and any else that attempts to make physical contact (Touch, grab, punch,
or kick) on the blazing armor will have 3D6 S.D.C. (M.D.C. in Rifts) inflicted
on them unless they are impervious to fire. In addition, there is a 50%
that the armor will set on fire any combustibles that it touches. The wearer
of the magic armor is unaffected by the magic flames and can see clearly.
The ability to throw Fire Bolts can be done as long as the armor
is blazing and each fire bolt requires one melee attack to throw. Fire
bolts can be thrown from either hand and they have +4 to strike. Each fire
bolt can be thrown up to 160 feet (48.8 meters) and inflict 5D6 S.D.C.
(M.D.C. in Rifts)

Penalties:

Evil Aura: The armor puts out an aura of evil and gives anyone not
evil around the armor a feeling of unease and has a -5% to skill rolls.
Can occasionally be an advantage due to the armors ability to scare opponents
and any opponent fighting against this armor must make a saving throw against
a horror factor of 14. In addition, the armor will be seen as supernatural
evil by any power that senses supernatural evil. The aura will cover up
the aura of any mortal that wears the armor and they will appear to be
supernatural evil as well.

Magic Circles & Protections: Any circle or other form of magical
protection that effects greater demons will effect the armor and the wearer
inside the armor. While the armor cannot be banished, it can be prevented
from entering an area.